A guide for the raiding Lore-master
This guide is intended to look at the Lore-master class for raiding purposes. Appropriate equipment, pets and traits are discussed along with the typical duties assigned to the class during raids.
As always, if you have comments, please post them below.
Table of Contents
Roles and responsibilities
- Don’t die
- When needed, keep a single target mezzed
- Apply debuffs
- When needed, apply stun immunity to select persons
- Keep people powered
- Cure wounds, disease, stuns, and silence
- Heal your pet and other people
- Do damage
Equipment and statistics
- Armour
- Weapons
- Items
Pets
Traits
- Virtues
- Class traits
- Legendary traits
- Racial traits
Roles and responsibilities
For raiding purposes, you are a support class. You cannot compare to the amount of damage that Champions and Hunters can output and you cannot approach the healing prowess of a Minstrel. Your jobs revolve around your strengths of crowd control, debuffing, buffing and healing. The raiding Lore-master has several duties which can be more or less prioritized into the following.
1) Don’t die.
2) When needed, keep a single target mezzed.
3) Apply debuffs. (or not, nobody really seems to notice)
4) When needed, apply stun immunity to select persons.
5) Keep people powered.
6) Cure wounds, disease, stuns, and silence.
7) Heal your pet and other people.
8) Do damage.
Don’t die
Although you are an integral part of the raid, especially on boss fights, you are not a healing priority. Learn to distance yourself from damaging effects to stay as healthy as possible. Don’t be afraid to use Wisdom of the Council quickly if you get hit. A ten minute cooldown timer goes by quick during raids. Watch the battlefield for problems before they happen and be ready to react if things do not go as planned.
Do not do this at the expense of another person’s life. If the Champion needs healed, do not hesitate with Beacon of Hope simply because you’re going to get agro. You can deal with agro arguably better than any other class while still remaining part of the battle.
If you find yourself one of the last standing during a total wipe, you’ve done your job. But try to remember, it’s much easier for you to stay alive than it is for the main tank or the healers.
Keeping a single target mezzed
Although it sounds simple, there are many Lore-masters who are unable to do this job reliably. Because we can do so much, it is very easy to get distracted away from your primary job. Resist the temptation to do damage if it will compromise this job. If you apply Blinding Flash every 15 seconds (when the cooldown is up) you have several options to deal with resists. One of these is to use Call to the Valar to reset Blinding Flash and try it again. If a root would do just as good as a mez, you can use Herb-lore to lock down the target until Blinding Flash resets. Or, you can use Test of Will to stun the target for the 5s between when the target wakes up and the time Blinding Flash is available again.
Apply debuffs
You have many debuffs available for use. If your group is fighting a big bad melee boss, keep Fire-lore on him at every opportunity. Gust of Wind is also good to cast since it has a long 2 minute duration. Cast Wind-lore on ranged attackers you cannot mez and they will become much less of a problem.
Against certain problem mobs (such at the Troll in the rift), you can apply Burning Embers and Sticky Tar for the run debuffs, Fire-lore for the melee damage reduction, and Gust of Wind, Wind-lore and Sign of Power: Command for the miss chance and attack duration increase. By the time these wear off, your group should be ready for him.
Offensively, keep Ancient Craft on targets as much as possible. This skill increases damage by 10% to 15% by reducing mitigations for all damage types. Go ahead and cast Lightning Storm while you’re at it if it’s up. But remember that even without Lightning storm, Ancient Craft is a worthwhile skill to cast. If most of your group is focused on a target, that’s about 1,000 damage per second he’ll be taking, or 30,000 over the 30s duration of Ancient Craft. With this debuff up, he’ll take an additional 3,000 to 4,500 damage for the cost of a few hundred power and no induction. Impressed yet?
For a detailed look at each of the debuffs, have a look at
The Lore-master as a debuffer: A reference guide.
Apply stun immunity to select persons
You’re the only one who can prevent people from getting stunned. Cast Sign of Power: Righteousness to prevent stuns from affecting your target. It takes about 30 seconds to buff 6 targets, so if you are protecting your entire group, you have about 30 seconds before you will have to do so again. Because of this massive time commitment, keeping this buff up will definitely have a negative effect on your other duties.
Main tank
Contrary to popular belief, the main tank does not always need stun immunity. Hopefully you will have the pleasure of having a raid leader who knows these times instead of issuing the blanket statement, “Keep stun immunity on the main tank at all times.” Keeping this buff up for the main tank is a priority against bosses which tend to stun a lot.
Yourself
If you plan on getting stunned, or if you are in danger of cowering because of dread, keep this up on yourself. When I have multiple people to protect, I will buff myself first and then go through the list one by one. When my own buff starts flashing, I know it’s time to repeat.
Minstrels
You only need to apply this buff to minstrels if they are in danger of getting stunned or cowering from dread.
Others
If someone is in danger of cowering from dread, you might want to keep this on them. This includes people who have died in boss fights and were resurrected but do not yet have a hope buff to prevent cowering.
Keep people powered
As a Lore-master, you will be expected to keep essential people in the group with power. Also, you may also be the subject of blame if the group runs low on power whether or not it is your fault. This just comes with the territory. Try not to take it personally unless it really is your fault. In general, the priority to keep people powered boils down to the following.
Minstrels
Heals are good and lets face it: you should try to keep your Minstrels happy since they have a much more thankless job than you do.
Guardian as Main tank
Many Guardians will completely shun the ICPR trait in favor of raising morale and survivability. Ask your local guardian what his base ICPR is and you may be surprised. This means they often run out of power and because their role is central to the survival of the raid, it is best to keep them powered.
Captains
Captains have the ability to blow through power at an incredible rate, but this doesn’t mean. If you find yourself giving power to a Captain every 30 seconds, your time is probably better spent on other things. The truth is that most of the advantages of having a Captain (banners, some buffs) don’t require them to use power in combat. Occasionally you will find one who will want to fire off every skill they can as soon as the cooldown is up while in combat. There is no need to cut them off from power completely, but it would be detrimental to yourself and the group to spend 50% of your time draining power just to pass it along. Use your judgment here.
Burglars and off tank Guardians
Burglars should be helping themselves out with power, so I wouldn’t worry about them too much. In my opinion, a guardian who is not main tank shouldn’t be having power issues, since they don’t need to use threat generation skills. I could be wrong on that.
Lore-masters
Do not give other Lore-masters power. This should be obvious, since they have all the skills that you do to keep up their power regeneration. There is one notable exception. When the Healer class trait is slotted, Share the Power allows two Lore-masters to share power with the other with the net gain of about +100 power per share. I find this tactic a little silly, but it is a tactic nonetheless and if it works for you, go for it. For this tactic to work, you need to be careful not to transfer power if it would top off the other Lore-master since the overflow power will be lost.
Champions
Do not give Champions power. Their stances provide them with a massive ICPR in the range of 1,500 or so. This means they also blow through power at a staggering pace and it would be futile to keep them powered if they can’t do so by themselves.
Hunters
Do not give Hunters power. Although they may want it, other people in the group trump them for power priority. In addition, Hunters have a Legendary Trait which can give them power while in combat. This comes at the expense of not doing damage, but damage doesn’t win fights.
Cure wounds, disease, stuns, and silence
Wounds
Wounds generally do increase damage on the target. These are usually (but not always) red icons. Fire effects, armor rends (which look like a bear), and bleeding effects (look for blood) are all wounds. To double check, hover over the debuff icon and see what type it is. Some wounds, such as the fire damage from dragons, are area of effect and so cannot be removed.
Diseases
These pop up on a lot of fights. They’re yellow in color and typically do shadow damage or drain power. Out of the current raids, these are really only seen on the Thaurlach fight.
Stuns and dazes
You can use this to prevent or cure stuns and dazes. If you see someone who just got hit with a 10 second stun, cast this on them to break them free before the effect would end. They probably won’t notice or thank you, but it helps the raid.
Delayed stuns
There are a bunch of effects from mobs which apply a delayed stun debuff on players. You can proactively prevent someone from getting stunned by apply Sign of Power: Righteousness so that when the stun goes off, the effect is prevented.
Heal your pet and other people
Minstrels will probably not be looking after your pet, so use Beacon of Hope if you want it to survive.
Using Beacon of Hope on other people will also cut down on the power consumption of the minstrels. Because you provide power to Minstrels, this effectively saves your own power. I tend to have Healer slotted and use Beacon of Hope whenever it comes off cooldown and anyone is below maximum health.
Do damage
Your final and least important job is to do damage. You can certainly do this all the time, as long as it doesn’t cause you to be sloppy in your more important jobs. If running up to the mob to use Staff-strike is causing you to forget about re-mezzing that target your were assigned, or forgetting to re-apply Sign of Power: Righteousness to the main tank, you need to stop worrying about damage and focus on your more important duties. Honestly, it’s perfectly fine if you want to stand right next to your mez target and just cast Blinding Flash every 15 seconds. The amount of damage you can do is much less than the total damage amount of the raid.
Equipment and statistics
Your basic needs boil down to a few things. Most of these will be affected by your armor. I’m not going to go into much detail here as the best armor and weapons change pretty frequently.
Armour
Your armour choice will have the biggest effect on your statistics. Keep these things in mind when choosing armour.
Get more than 3,000 morale
First and foremost, you need a combination of equipment, traits and virtues which will put you at a respectable morale level somewhere above 3,000. Luckily, this is fairly easily accomplished with top tier equipment so you are still left with a good number of customization options.
Boost Fate and ICPR
Almost as important as staying alive is keeping up your supply of in combat power regeneration. About +60 Fate is equal to +1 ICPR which gives you about +60 power per minute in combat. The Fate attribute is on a diminishing returns mechanism so this value of +60 power per minute decreases by a small amount with the more fate you have. You need ICPR because you will be expected to keep certain classes from running out of power (more on this in the Roles and responsibilities section).
Don’t worry about Might, Agility, Will, or tactical critical chance
Clearly Might is not at all desirable here. Agility is useful for boosting evade, but it shouldn’t be the focus of your gear. Will is really only useful for boosting your maximum power. As long as your max power is near or above 2,000, you shouldn’t worry about adding more Will.
Weapons
A strong ICPR sword and staff is most appropriate
I know it’s hard to put away Griever and it’s +10% tactical critical hit chance, but raiding is about putting the needs of the group ahead of your own desires. An additional 180 power per minute will help the raid so much more than occasionally healing or hitting for a critical. Good staves to use are anything with +3 ICPR including Staff of Keira, Forvengwath’s Despair, or Staff of the Gularan Sorceress. Good blades to use are anything with +1.5 ICPR including Blade of Keira or Swift-talon. There are many options out there for both staff and sword. If you don’t have any of these, try to pick a staff and sword that boost ICPR and, to a lesser extent, Fate.
Items
These are items that every member of the raid should carry and are not class specific.
Food
Carry a stack of Blackberry Tarts (or Lembas) at all times. The extra power/morale boost is significant and lasts for 5 minutes into the fight. Plus, these things are very cheap to make or buy. On my server, they are consistently listed for 50 silver or less for a stack of 15.
Hope tokens
You should always have several +5 hope tokens on you and be able to use them quickly. Come to the raid prepared, nobody likes to wait around. This goes for all classes.
Fear/Poison/Wound potions
Keep a stack of these available at all times. Although we can cure wounds, I like to have a stack of wound potions to instantly remove run debuffs while running away from mobs, thus avoiding the induction time of Leechcraft. I have not encountered a situation where I wished I had disease potions. Because diseases are typically applied to several members at once, the Tend the Sick spell is much preferred over the single target single effect potion cure.
Pets
Your pet is here for the buff and not for the damage output. Therefore, there are only two smart options. Keeping your pet out of harm’s way will keep him alive and helping the rest of the raid. Around mobs which do area of effect attacks, keep your pet at a safe distance. When mobs have random agro, keep an eye on your pet to see if he gets attacked. The Troll in the Rift will automatically kill your pet in one swing if he is attacked, so do what you can to prevent this.
Raven
With its 15% shadow mitigation buff, this guy is helpful on fights where people are more likely to die. All of the current difficult raid bosses (Ferndur, Thaurlach, Thorog) do shadow damage, so this guy is likely to help a lot if you can keep him alive. Keep in mind that a well equipped person will already have 30% base shadow mitigation, so the additional 15% mitigation is a 21.4% reduction in damage compared to baseline. That’s big! For this reason, you should be grouped with the main tank and keep your raven close enough to him for the buff. Also, if the boss doesn’t do area of effect damage, you can send in this guy and he will occasionally put the Dizzy debuff on the target, resulting in a +15% miss chance. Be careful when you do this to pull him back out if he gets low on morale or is about to die.
Eagle
For all fights where shadow damage isn’t being dealt, this guy is your best bet. The +1 ICPR buff will help keep people powered a little bit. Additionally, the interrupt auto-attack is quite useful on certain mobs. Even though Champions are supposed to use Clobber to interrupt things, it can slip their minds or miss the target and your pet will have a chance to cover for them.
Bear
Although the forced taunt can sometimes be useful, he’s really not cut out for raids as he lacks any group buffs.
Lynx
Leave him at home. Even if the surprise strike attack crits for 800 against the boss, it doesn’t amount to anything significant.
Traits
Traits are typically the main difference between different Lore-master builds, aside from maximum morale.
Virtues
For information on how and where to obtain these virtues, consult
the Lorebook entry on Virtues. These take a considerable amount of time to acquire, but the end effect is worth it.
Valour is a must (Morale, OCMR, Might)
At level 10, this gives you a whopping 286 additional morale. Nothing else comes close to adding this kind of survivability to your class. The last few levels of this trait are relatively difficult to obtain, but the end result justifies the invested time for top tier Lore-masters.
Justice is a must (ICMR, Morale, OCMR)
At level 8, this gives an additional 113 morale, which is almost half that of Valour. It also gives a healthy boost to ICMR which can be useful for long fights. If you are a Man, you can use the Bree rep reward and trait to gain one additional level.
Fidelity is a must (Shadow mitigation, Vitality, Power)
Against current bosses, this is a must. This is arguably more useful than either of Valour or Justice, since the current raid bosses do Shadow damage almost exclusively. With this trait and my raven, my shadow mitigation is close to 45%.
Determination (Agility, ICMR, Morale)
Although Agility isn’t really a big attribute for us, it does boost evade a little bit, and the addition of ICMR and Morale is better than any of the other traits.
Tolerance (Tactical vulnerability, Agility, ICMR)
The tactical vulnerability buff is probably the worst possible buff in the game. It does next to nothing. However, the agility and ICMR are useful. If I switched out Virtues for raiding, this would be the first one to leave.
Honour (Poison resistance, Shadow mitigation, Vitality)
The shadow mitigation bonus on this is very useful against bosses.
Loyalty (Vitality, Power, Armour)
The vitality bonus on this can be significant enough to consider including it.
Legendary Traits
Sword and Staff
Slot it! You're not allowed to unequip this skill. Ever!
Eagle-friend
You'll obviously need this one if you want to use the Eagle.
Noble Savage
If you're going to use the Raven, you can pick up this skill. But your pet is really just there for the buff, so this may not be worth losing the ability to use the Eagle. I tend to stick with Eagle-friend at all times as the extra 500 or so morale will not make the difference between life and death for my pet.
March of the Ents
Leave it at home, you're not here for dps or stuns.
Class Traits
This is often the place where builds diverge the most. We have enough useful class traits that it is a matter of opinion which are best for certain situations. Although some are clearly better for soloing rather than raiding, even within raid builds there can be significant differences between two Lore-masters.
Dúnadan-learning
Slot this. You'll need both the increased duration and the shortened cooldown on Sign of Power: Righteousness. It may be possible to get by without it, but you'll be spending much more of your time reapplying Sign of Power: Righteousness than if you had it slotted.
Healer
Slot this. This skill affects Share the Power which will consume a good deal of your total power used. So by slotting this, your power cost for Share the Power will go down by 15% but still transfer the original amount of power. This is absolutely essential for your role.
Proof against All Ills
Slot this. You'll need to remove wounds while in combat in a lot of battles. Unless you specifically know it won't be needed, leave it slotted.
Harmony with Nature
Leave it at home, or slot it. You will be using Gust of Wind pretty frequently for debuffs as well as Light of the Rising Dawn. Conserving your power is crucial, and this skill helps a little bit. This also speeds up the cast time allowing you to do more things.
Knowledge of the Past
Leave it at home, or slot it. While less useful than Healer, it does tend to add to your power supply, so it may be able to make the cut depending on what you're going for. I don't slot it.
Light of Hope
Leave it at home, or slot it. I like this skill a lot. It increases my morale healing capabilities by 50%, so I'm able to throw out a 850 morale heal every 20 seconds. By doing this, you're saving the power that the Minstrels would have used healing the same target. Don't forget that Minstrels will probably not be looking to heal your pet so it's up to you to keep him alive.
Power and Wisdom
Leave it at home, or slot it. By improving your power drain ability, you'll be a better mana battery. However, you do so at the expense of taking yourself out of the fight for longer periods of time.
Awareness of Body
Leave it at home. Since you shouldn't be taking constant damage, your ICMR should be more than enough to cover the morale cost of your skills.
Beast-lore
Leave it at home. Pets are for buffs here.
Deep Lore
Leave it at home. By increasing the number of targets for Fire-lore, Wind-lore, Storm-lore and Herb-lore, it really sounds like a good idea, doesn't it? However, there aren't many instances where this is useful. Usually if the raid is fighting more than 3 mobs, there is one mob in particular you are trying to debuff, while the rest of them are much less important. Leave it at home.
Master of Beasts
Every day I wake up and hope this trait was just a bad dream and that it will be replaced with something useful. No luck so far.
Master of the Staff
Leave it at home. You're not here for dps.
Subtlety of Wisdom
Leave it at home. If you take agro during a raid, more than one person is not doing his job.
Tactically Adept
Leave it at home. If it weren't for Harmony with Nature, this trait might make the cut.
Racial Traits
It should be blindingly obvious to a level 50 which racial traits are worth using and which are garbage. There’s not many good ones to choose from. You’re not getting any help from me with these.